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Método propuesto

In document Universidad Politécnica de Cartagena (página 66-73)

2. Aprendizaje máquina y aprendizaje inductivo 7

3.3. Método propuesto

Step 1 Choose File>Open and navigate to Chapter 05>C4DFiles>String Of Hands on the DVD. Choose File>Save As and save the file as String of Hands in your Models folder. Materials have already been placed on each hand.

Step 2 Make sure that the time slider is at 0 frames.

Step 3 In the Object Manager, unfold the hierarchy and locate the Cube ob-ject that is a child of Hand 1.

Step 4 Double-click on the red texture tag to the right of the Cube. In either the Material Editor or the Attributes Manager, Control-click the small circle next to Color.

Step 5 Every 25 frames, edit the color to be quite different from the previous one and Control-click the circle (now red) to set a new key.

Figure 5-33 Hypno TV.

Figure 5-34 Choosing the Animation Layout.

Figure 5-35 Setting a Color Key Frame.

Step 6 Play the animation by pressing the Play button or the F8 key and watch Hand 1. The color should be interpolating from one key frame color to the next. For example, if frame 0 is red and frame 25 is blue, frame 12 should be about halfway in between, or violet. Sometimes you want this interpolation effect, but what if you want the color to change suddenly from one to the next? Notice the keys on the bottom half of the Time-line Ruler on the animation palette. You can Control-drag a copy of the

5 Materials in Depth 119

red key at 0 (you have to click on it to select it before you can copy it) and place it at frame 24, so there is a sudden jump to blue.

Step 7 In the Object Manager, double-click the Texture tag for the Cube in Hand 2, selecting it in the Material Manager. Again, assign different col-ors at several points across time, but place the keys so that their timing is varied from the Hand 1 material that changes every 25 frames. Repeat this process for the Cube in each Hand down the hierarchy, intuitively placing the color changes at random points in time. (Of course, there are easier ways to do this. In Chapter 14, you’ll learn how to randomize color with Xpresso.)

To edit colors and timing of color changes later, just double-click the Texture tag in the Object Manager and edit the keys on the Timeline Ruler of the animation palette. To change the color of a key, select the key, be sure that the Current Time marker is parked on the key you’re working with, and change the color in the Mate-rial or Attributes Manager. Control-click the circle again to record the new color.

To edit material keys in the Animation Timeline (Layout>Animation), double-click the Texture tag in the Object Manager and drag the Material Preview from the Attributes Manager or the Material Editor into the Object area of the Time-line. This is a better place to work when you want to compare keys of several textures at one time.

Figure 5-36 Copied Key on Animation Palette Timeline Ruler.

Figure 5-37 Comparing Key Timing in the Timeline.

A final note: If the Texture tag of a single material is copied from object to object in the Object Manager, double-clicking on any one of the copies and editing it will apply the change to all.

On the DVD: See Chapter 05>MOVIES_STILLS>Changing Hands.mov.

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Tip: Avoid the mechanical effect of events happening at the same time. Synchronization is a good thing in swimming, but in ani-mation it leads to a model that is too sterile and perfect. Vertical columns of keys are a red flag that too many things are changing at the same time, so get in there and start shifting keys sideways, vary-ing the spacvary-ing between them.

You have worked your way though a maze of materials creation, and it’s time for a reward! Go to the Chapter 05>EXTRA!EXTRA>InDepth folder and try out the Proximal shader. It’s pure shader fun! See Chapter 05>EXTRA!EXTRA!>InDepth for other materials topics such as subsurface scattering and subpolygon displace-ment. See the DVD Index for a list of tutorials and resources for materials.

Figure 5-38 String of Hands.

Figure 5-39 The Proximal Shader.

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Springboard! Now that you know how to animate materials, try another one. Open GOODIES>

MATERIALS>Materials Library 1 and save a copy of the file to your Models folder. Then choose five or six very different materials like wood, marble, and glass. Place one of the materials on a sphere; then use the steps above to animate these to change suddenly. By po-sitioning a copy of a key immedi-ately before the next different one, you’ll hold the current value and prevent it from interpolating. (See Chapter 05>MOVIES_STILLS>Presto Chango.mov on the DVD.)

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Springboard! After you finish the next chapter on lighting, Chap-ter 6, reopen String of Hands.c4d and place some randomly blink-ing lights inside the hands. These will look fabulous hanging in the spooky art museum you’ll create in Chapter 15, Environment, Mood, and Magic.

121 Figure 6-1

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Better

In document Universidad Politécnica de Cartagena (página 66-73)

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